hexen2/H2W/Client/r_part.c

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2000-11-10 00:00:00 +00:00
#include "quakedef.h"
#include "r_local.h"
#define MAX_PARTICLES 2048 // default max # of particles at one
// time
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
// on the command line
int ramp1[8] = { 416,416+2,416+4,416+6,416+8,416+10,416+12,416+14};
int ramp2[8] = { 384+4,384+6,384+8,384+10,384+12,384+13,384+14,384+15};
int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
int ramp4[16] = { 416,416+1,416+2,416+3,416+4,416+5,416+6,416+7,416+8,416+9,416+10,416+11,416+12,416+13,416+14,416+15};
int ramp5[16] = { 400,400+1,400+2,400+3,400+4,400+5,400+6,400+7,400+8,400+9,400+10,400+11,400+12,400+13,400+14,400+15};
int ramp6[16] = { 256,256+1,256+2,256+3,256+4,256+5,256+6,256+7,256+8,256+9,256+10,256+11,256+12,256+13,256+14,256+15};
int ramp7[16] = { 384,384+1,384+2,384+3,384+4,384+5,384+6,384+7,384+8,384+9,384+10,384+11,384+12,384+13,384+14,384+15};
int ramp8[16] = {175, 174, 173, 172, 171, 170, 169, 168, 167, 166, 13, 14, 15, 16, 17, 18};
int ramp9[16] = { 416,416+1,416+2,416+3,416+4,416+5,416+6,416+7,416+8,416+9,416+10,416+11,416+12,416+13,416+14,416+15};
//MISSIONPACK
int ramp10[16] = { 432,432+1,432+2,432+3,432+4,432+5,432+6,432+7,432+8,432+9,432+10,432+11,432+12,432+13,432+14,432+15};
int ramp11[8] = { 424,424+1,424+2,424+3,424+4,424+5,424+6,424+7};
int ramp12[8] = { 136,137,138,139,140,141,142,143};
int ramp13[16] = { 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159};
byte *transTable;
particle_t *active_particles, *free_particles;
particle_t *particles;
int r_numparticles;
vec3_t r_pright, r_pup, r_ppn;
static vec3_t rider_origin;
cvar_t leak_color = {"leak_color","251", true};
static particle_t *AllocParticle(void);
void R_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count);
void R_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count);
void R_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count);
/*
===============
R_InitParticles
===============
*/
void R_InitParticles (void)
{
int i;
FILE *f;
i = COM_CheckParm ("-particles");
if (i)
{
r_numparticles = (int)(atoi(com_argv[i+1]));
if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
r_numparticles = ABSOLUTE_MIN_PARTICLES;
}
else
{
r_numparticles = MAX_PARTICLES;
}
particles = (particle_t *)
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
Cvar_RegisterVariable (&leak_color);
transTable = (byte *)malloc(65536);
if (!transTable)
Sys_Error ("Couldn't load gfx/tinttab.lmp");
COM_FOpenFile ("gfx/tinttab.lmp", &f, false);
if (f)
{
fread(transTable,1,65536,f);
fclose(f);
}
}
void R_DarkFieldParticles (entity_t *ent)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
vec3_t org;
org[0] = ent->origin[0];
org[1] = ent->origin[1];
org[2] = ent->origin[2];
for (i=-16 ; i<16 ; i+=8)
for (j=-16 ; j<16 ; j+=8)
for (k=0 ; k<32 ; k+=8)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 0.2 + (rand()&7) * 0.02;
p->color = 150 + rand()%6;
p->type = pt_slowgrav;
dir[0] = j*8;
dir[1] = i*8;
dir[2] = k*8;
p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
\
//==========================================================================
//
// AllocParticle
//
//==========================================================================
static particle_t *AllocParticle(void)
{
particle_t *p;
if(!free_particles)
{
return NULL;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
return p;
}
/*
===============
R_EntityParticles
===============
*/
#define NUMVERTEXNORMALS 162
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
vec3_t avelocities[NUMVERTEXNORMALS];
float beamlength = 16;
vec3_t avelocity = {23, 7, 3};
float partstep = 0.01;
float timescale = 0.01;
void R_EntityParticles (entity_t *ent)
{
int count;
int i;
particle_t *p;
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist;
dist = 64;
count = 50;
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
{
avelocities[0][i] = (rand()&255) * 0.01;
}
}
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
angle = cl.time * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = cl.time * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = cl.time * avelocities[i][2];
sr = sin(angle);
cr = cos(angle);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 0.01;
p->color = 0x6f;
p->type = pt_explode;
p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
}
}
void R_SuccubusInvincibleParticles (entity_t *ent)
{
int count;
particle_t *p;
vec3_t ent_angles,forward,org;
ent_angles[0]=ent_angles[2]=0;
ent_angles[1]=cl.time*12;
forward[0]=cos(ent_angles[1])*32;
forward[1]=sin(ent_angles[1])*32;
forward[2]=0;
VectorCopy(ent->origin,org);
org[2]+=28;
count=140*host_frametime;
while(count>0)
{
p = AllocParticle();
if (!p)
return;
p->ramp = 0;
p->die = cl.time + 2;
p->color = 416;
p->type = pt_fireball;
p->org[0] = org[0] + forward[0] + rand()%4-2;
p->org[1] = org[1] + forward[1] + rand()%4-2;
p->org[2] = org[2] + forward[2] + rand()%4-2;
p->vel[0] = rand()%20-10;
p->vel[1] = rand()%20-10;
p->vel[2] = rand()%25+20;
count--;
}
count=60*host_frametime;
while(count>0)
{
p = AllocParticle();
if (!p)
return;
p->ramp = 0;
p->die = cl.time + 2;
p->color = 135;
p->type = pt_redfire;
p->org[0] = org[0] + forward[0] + rand()%4-2;
p->org[1] = org[1] + forward[1] + rand()%4-2;
p->org[2] = org[2] + forward[2] + rand()%4-2;
p->vel[0] = rand()%20-10;
p->vel[1] = rand()%20-10;
p->vel[2] = 0;
count--;
}
}
/*
===============
R_ClearParticles
===============
*/
void R_ClearParticles (void)
{
int i;
free_particles = &particles[0];
active_particles = NULL;
for (i=0 ;i<r_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[r_numparticles-1].next = NULL;
}
void R_ReadPointFile_f (void)
{
FILE *f;
vec3_t org;
int r;
int c;
particle_t *p;
char name[MAX_OSPATH];
byte color;
color = (byte)Cvar_VariableValue("leak_color");
sprintf (name,"maps/%s.pts", "demo1"); // rjr - need map name
COM_FOpenFile (name, &f, false);
if (!f)
{
Con_Printf ("couldn't open %s\n", name);
return;
}
Con_Printf ("Reading %s...\n", name);
c = 0;
for ( ;; )
{
r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
if (r != 3)
break;
c++;
p = AllocParticle();
if (!p)
{
Con_Printf ("Not enough free particles\n");
break;
}
p->die = 99999;
p->color = color; // (-c)&15;
p->type = pt_static;
VectorCopy (vec3_origin, p->vel);
VectorCopy (org, p->org);
}
fclose (f);
Con_Printf ("%i points read\n", c);
}
/*
===============
R_ParseParticleEffect
Parse an effect out of the server message
===============
*/
void R_ParseParticleEffect (void)
{
vec3_t org, dir;
int i, count, msgcount, color;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dir[i] = MSG_ReadChar () * (1.0/16);
msgcount = MSG_ReadByte ();
color = MSG_ReadByte ();
if (msgcount == 255)
count = 1024;
else
count = msgcount;
R_RunParticleEffect (org, dir, color, count);
}
/*
===============
R_ParseParticleEffect2
Parse an effect out of the server message
===============
*/
void R_ParseParticleEffect2 (void)
{
vec3_t org, dmin, dmax;
int i, msgcount, color, effect;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dmin[i] = MSG_ReadFloat ();
for (i=0 ; i<3 ; i++)
dmax[i] = MSG_ReadFloat ();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
R_RunParticleEffect2 (org, dmin, dmax, color, effect, msgcount);
}
/*
===============
R_ParseParticleEffect3
Parse an effect out of the server message
===============
*/
void R_ParseParticleEffect3 (void)
{
vec3_t org, box;
int i, msgcount, color, effect;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
box[i] = MSG_ReadByte ();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
R_RunParticleEffect3 (org, box, color, effect, msgcount);
}
/*
===============
R_ParseParticleEffect4
Parse an effect out of the server message
===============
*/
void R_ParseParticleEffect4 (void)
{
vec3_t org;
int i, msgcount, color, effect;
float radius;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
radius = MSG_ReadByte();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
R_RunParticleEffect4 (org, radius, color, effect, msgcount);
}
void R_ParseRainEffect(void)
{
vec3_t org, e_size;
short color,count;
int x_dir, y_dir;
org[0] = MSG_ReadCoord();
org[1] = MSG_ReadCoord();
org[2] = MSG_ReadCoord();
e_size[0] = MSG_ReadCoord();
e_size[1] = MSG_ReadCoord();
e_size[2] = MSG_ReadCoord();
x_dir = MSG_ReadAngle();
y_dir = MSG_ReadAngle();
color = MSG_ReadShort();
count = MSG_ReadShort();
R_RainEffect (org,e_size,x_dir,y_dir,color,count);
}
/*
===============
R_ParticleExplosion
===============
*/
void R_ParticleExplosion (vec3_t org)
{
int i, j;
particle_t *p;
for (i=0 ; i<1024 ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 5;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = pt_explode;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_explode2;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
}
/*
===============
R_ParticleExplosion2
===============
*/
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
{
int i, j;
particle_t *p;
int colorMod = 0;
for (i=0; i<512; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 0.3;
p->color = colorStart + (colorMod % colorLength);
colorMod++;
p->type = pt_blob;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
/*
===============
R_BlobExplosion
===============
*/
void R_BlobExplosion (vec3_t org)
{
int i, j;
particle_t *p;
for (i=0 ; i<1024 ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 1 + (rand()&8)*0.05;
if (i & 1)
{
p->type = pt_blob;
p->color = 66 + rand()%6;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_blob2;
p->color = 150 + rand()%6;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
}
/*
===============
R_RunParticleEffect
===============
*/
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
int i, j;
particle_t *p;
for (i=0 ; i<count ; i++)
{
p = AllocParticle();
if (!p)
return;
if (count == 1024)
{ // rocket explosion
p->die = cl.time + 5;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = pt_explode;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_explode2;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
else
{
p->die = cl.time + 0.1*(rand()%5);
// p->color = (color&~7) + (rand()&7);
// p->color = 265 + (rand() % 9);
p->color = 256 + 16 + 12 + (rand() % 4);
p->type = pt_slowgrav;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()&15)-8);
p->vel[j] = dir[j]*15;// + (rand()%300)-150;
}
}
}
}
/*
===============
R_RunParticleEffect2
===============
*/
void R_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count)
{
int i, j;
particle_t *p;
float num,num2;
for (i=0 ; i<count ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 0.1*(rand()%5);
p->die = cl.time + 2;//0.1*(rand()%5);
p->color = color;
p->type = effect;
p->ramp = 0;
for (j=0 ; j<3 ; j++)
{
num = rand() / RAND_MAX;
p->org[j] = org[j] + ((rand()&15)-8);
p->vel[j] = dmin[j] + ((dmax[j] - dmin[j]) * num);
}
/* num = rand() / RAND_MAX;
num2 = (int)(host_time * 20)%25 + 10;
num2 = (int)(host_time * 20)%10 + 10;
// num2 = rand() / RAND_MAX * 5;
p->org[0] = org[0] + cos(num * 2 * M_PI)*num2;
p->org[1] = org[1] + sin(num * 2 * M_PI)*num2;
p->org[2] = org[2];
*/ }
}
/*
===============
R_RunParticleEffect3
===============
*/
void R_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count)
{
int i, j;
particle_t *p;
float num,num2;
for (i=0 ; i<count ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 0.1*(rand()%5);
p->die = cl.time + 2;//0.1*(rand()%5);
p->color = color;
p->type = effect;
p->ramp = 0;
for (j=0 ; j<3 ; j++)
{
num = rand() / RAND_MAX;
p->org[j] = org[j] + ((rand()&15)-8);
p->vel[j] = (box[j] * num * 2) - box[j];
}
}
}
/*
===============
R_RunParticleEffect4
===============
*/
void R_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count)
{
int i, j;
particle_t *p;
float num,num2;
for (i=0 ; i<count ; i++)
{
p = AllocParticle();
if (!p)
{
return;
}
p->die = cl.time + 0.1*(rand()%5);
p->die = cl.time + 2;//0.1*(rand()%5);
p->color = color;
p->type = effect;
p->ramp = 0;
for (j=0 ; j<3 ; j++)
{
num = rand() / RAND_MAX;
p->org[j] = org[j] + ((rand()&15)-8);
p->vel[j] = (radius * num * 2) - radius;
}
}
}
void R_SplashParticleEffect (vec3_t org, float radius, int color, int effect, int count)
{
int i, j;
particle_t *p;
float num,num2;
for (i=0 ; i<count ; i++)
{
p = AllocParticle();
if (!p)
{
return;
}
p->die = cl.time + 2;
p->color = color;
p->type = effect;
p->ramp = 0;
for (j=0 ; j<3 ; j++)
{
num = rand() / RAND_MAX;
if(j==2)
{
p->vel[j] = (radius * num * 4) + radius;
p->org[j] = org[j] + 3;
}
else
{
p->vel[j] = (radius * num * 2) - radius;
p->org[j] = org[j] + ((rand()%64)-32);
}
}
}
}
/*
===============
R_LavaSplash
===============
*/
void R_LavaSplash (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
for (i=-16 ; i<16 ; i++)
for (j=-16 ; j<16 ; j++)
for (k=0 ; k<1 ; k++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 2 + (rand()&31) * 0.02;
p->color = 224 + (rand()&7);
p->type = pt_slowgrav;
dir[0] = j*8 + (rand()&7);
dir[1] = i*8 + (rand()&7);
dir[2] = 256;
p->org[0] = org[0] + dir[0];
p->org[1] = org[1] + dir[1];
p->org[2] = org[2] + (rand()&63);
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
/*
===============
R_LavaSplash
===============
*/
void R_TargetBallEffect (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
for (i=0 ; i < 40 * host_frametime ; i++)
{
p = AllocParticle();
if (!p)
return;
if(v_targDist < 60)
{
p->die = cl.time + (rand()&3) * 0.02 + (.23 * (1.0 - (.23 * (v_targDist - 24.0)/36.0)));
}
else
{
p->die = cl.time + (.3 * ((256.0 - v_targDist)/256.0)) + (rand()&7) * 0.02;
}
p->color = 7 + (rand()%24);
p->type = pt_slowgrav;
dir[0] = (rand()&63) - 31;
dir[1] = (rand()&63) - 31;
dir[2] = 256;
p->org[0] = org[0] + (rand()&3) - 2;
p->org[1] = org[1] + (rand()&3) - 2;
p->org[2] = org[2] + (rand()&3);
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
/*
===============
brightfieldsource
===============
*/
void R_BrightFieldSource (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
float height;
height = cos(cl.time * 4.0) * 25;
for (i=0 ; i < 120 * host_frametime ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + .5;
p->color = 143;
//p->type = pt_slowgrav;
p->type = pt_quake;
dir[0] = (rand()%256) - 128;
dir[1] = (rand()%256) - 128;
dir[2] = 32;
p->org[0] = org[0] + (rand()&15) - 7;
p->org[1] = org[1] + (rand()&15) - 7;
p->org[2] = org[2] + height;// + (rand()&3);
VectorNormalize (dir);
vel = 70 + (rand()&31);
VectorScale (dir, vel, p->vel);
}
for (i=0 ; i < 120 * host_frametime ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + .5;
p->color = 159;
//p->type = pt_slowgrav;
p->type = pt_quake;
dir[0] = (rand()%256) - 128;
dir[1] = (rand()%256) - 128;
dir[2] = 32;
p->org[0] = org[0] + (rand()&15) - 7;
p->org[1] = org[1] + (rand()&15) - 7;
p->org[2] = org[2] - height;// + (rand()&3);
VectorNormalize (dir);
vel = 70 + (rand()&31);
VectorScale (dir, vel, p->vel);
}
}
/*
===============
R_TeleportSplash
===============
*/
void R_TeleportSplash (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
for (i=-16 ; i<16 ; i+=4)
for (j=-16 ; j<16 ; j+=4)
for (k=-24 ; k<32 ; k+=4)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 0.2 + (rand()&7) * 0.02;
p->color = 7 + (rand()&7);
p->type = pt_slowgrav;
dir[0] = j*8;
dir[1] = i*8;
dir[2] = k*8;
p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
/*
===============
R_RunQuakeEffect
===============
*/
void R_RunQuakeEffect (vec3_t org, float distance)
{
int i, j;
particle_t *p;
float num,num2;
for (i=0 ; i<100 ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 0.3*(rand()%5);
p->color = (rand() % 4) + ((rand() % 3)*16) + (13 * 16) + 256 + 11;
p->type = pt_quake;
p->ramp = 0;
num = rand() / RAND_MAX;
num2 = distance * num;
num = rand() / RAND_MAX ;
p->org[0] = org[0] + cos(num * 2 * M_PI)*num2;
p->org[1] = org[1] + sin(num * 2 * M_PI)*num2;
num = rand() / RAND_MAX;
p->org[2] = org[2] + 15*num;
p->org[2] = org[2];
num = rand() / RAND_MAX;
p->vel[0] = (num * 40) - 20;
num = rand() / RAND_MAX;
p->vel[1] = (num * 40) - 20;
num = rand() / RAND_MAX;
p->vel[2] = 65*num + 80;
/* for (j=0 ; j<2 ; j++)
{
p->vel[j] = dmin[j] + ((dmax[j] - dmin[j]) * num);
}*/
}
}
//==========================================================================
//
// R_SunStaffTrail
//
//==========================================================================
void R_SunStaffTrail(vec3_t source, vec3_t dest)
{
int i;
vec3_t vec, dist;
float length, size;
particle_t *p;
VectorSubtract(dest, source, vec);
length = VectorNormalize(vec);
dist[0] = vec[0];
dist[1] = vec[1];
dist[2] = vec[2];
size = 10;
while(length > 0)
{
length -= size;
if((p = AllocParticle()) == NULL)
{
return;
}
p->die = cl.time+2;
p->ramp = rand()&3;
p->color = ramp6[(int)(p->ramp)];
p->type = pt_spit;
for(i = 0; i < 3; i++)
{
p->org[i] = source[i] + ((rand()%4)-2);
}
p->vel[0] = (rand()%10)-5;
p->vel[1] = (rand()%10)-5;
p->vel[2] = (rand()%10);
VectorAdd(source, dist, source);
}
}
void RiderParticle(int count, vec3_t origin)
{
int i, j;
particle_t *p;
float num,num2;
float radius,angle;
VectorCopy(origin, rider_origin);
for (i=0 ; i<count ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 4;
p->color = 256+16+15;
p->type = pt_rd;
p->ramp = 0;
VectorCopy(origin,p->org);
//num = rand() / RAND_MAX;
angle = (rand() % 360) / (2 * M_PI);
radius = 300 + rand() % 256;
p->org[0] += sin(angle) * radius;
p->org[1] += cos(angle) * radius;
p->org[2] += (rand() & 255) - 30;
p->vel[0] = (rand() & 255) - 127;
p->vel[1] = (rand() & 255) - 127;
p->vel[2] = (rand() & 255) - 127;
}
}
//==========================================================================
//
// R_RocketTrail
//
//==========================================================================
void R_RocketTrail (vec3_t start, vec3_t end, int type)
{
vec3_t vec, dist;
float len,size,lifetime;
int j;
particle_t *p;
static int tracercount;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dist[0] = vec[0];
dist[1] = vec[1];
dist[2] = vec[2];
size = 1;
lifetime = 2;
switch(type)
{
case 9: // Spit
break;
case 8: // Ice
size = 5*3;
break;
case rt_acidball:
size=5;
lifetime = .8;
break;
case rt_grensmoke:
size = 5;
break;
case rt_purify:
size = 5;
lifetime = .5;
break;
default:
size = 3;
break;
}
VectorScale(dist,size,dist);
while (len > 0)
{
len -= size;
p = AllocParticle();
if (!p)
return;
VectorCopy (vec3_origin, p->vel);
p->die = cl.time + lifetime;
switch(type)
{
case rt_grensmoke: //smoke trail for grenade
p->color = 283+(rand()&3);
p->type = pt_grensmoke;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case rt_rocket_trail: // rocket trail
p->ramp = (rand()&3);
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case rt_smoke: // smoke smoke
p->ramp = (rand()&3) + 2;
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case rt_blood: // blood
//p->type = pt_slowgrav;
//p->color = 138 + (rand()&3);
//for (j=0 ; j<3 ; j++)
// p->org[j] = start[j] + ((rand()%6)-3);
p->type = pt_darken;
p->color = 136 + (rand()%5);
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()&3)-2);
len -= size;
break;
case rt_tracer:;
case rt_tracer2:;// tracer
p->die = cl.time + 0.5;
p->type = pt_static;
if (type == 3)
p->color = 130 + (rand() & 6);
// p->color = 243 + (rand() & 3);
else
p->color = 230 + ((tracercount&4)<<1);
tracercount++;
VectorCopy (start, p->org);
if (tracercount & 1)
{
p->vel[0] = 30*vec[1];
p->vel[1] = 30*-vec[0];
}
else
{
p->vel[0] = 30*-vec[1];
p->vel[1] = 30*vec[0];
}
break;
case rt_slight_blood:// slight blood
p->type = pt_slowgrav;
p->color = 138 + (rand()&3);
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
len -= size;
break;
case rt_bloodshot:// bloodshot trail
p->type = pt_darken;
p->color = 136 + (rand()&5);
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()&3)-2);
len -= size;
break;
case rt_voor_trail:// voor trail
p->color = 9*16 + 8 + (rand()&3);
p->type = pt_static;
p->die = cl.time + 0.3;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()&15)-8);
break;
case rt_fireball: // Fireball
p->ramp = rand()&3;
p->color = ramp4[(int)(p->ramp)];
p->type = pt_fireball;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%4)-2);
p->org[2] += 2; // compensate for model
p->vel[0] = (rand() % 200) - 100;
p->vel[1] = (rand() % 200) - 100;
p->vel[2] = (rand() % 200) - 100;
break;
case rt_acidball: // Acid ball
p->ramp = rand()&3;
p->color = ramp10[(int)(p->ramp)];
p->type = pt_acidball;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()&3)-2);
p->org[2] += 2; // compensate for model
p->vel[0] = (rand() % 20) - 10;
p->vel[1] = (rand() % 20) - 10;
p->vel[2] = (rand() % 20) - 10;
break;
case rt_ice: // Ice
p->ramp = rand()&3;
p->color = ramp5[(int)(p->ramp)];
p->type = pt_ice;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%4)-2);
p->org[2] += 2; // compensate for model
p->vel[0] = (rand() % 16) - 8;
p->vel[1] = (rand() % 16) - 8;
p->vel[2] = (rand() % 20) - 40;
break;
case rt_spit: // Spit
p->ramp = rand()&3;
p->color = ramp6[(int)(p->ramp)];
p->type = pt_spit;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%4)-2);
p->org[2] += 2; // compensate for model
p->vel[0] = (rand() % 10) - 5;
p->vel[1] = (rand() % 10) - 5;
p->vel[2] = (rand() % 10);
break;
case rt_spell: // Spell
p->ramp = rand()&3;
p->color = ramp6[(int)(p->ramp)];
p->type = pt_spell;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%4)-2);
p->vel[0] = (rand() % 10) - 5;
p->vel[1] = (rand() % 10) - 5;
p->vel[2] = (rand() % 10);
p->vel[0] = vec[0]*-10;
p->vel[1] = vec[1]*-10;
p->vel[2] = vec[2]*-10;
break;
case rt_vorpal: // vorpal missile
p->type = pt_vorpal;
p->color = 44 + (rand()&3) + 256;
for (j=0 ; j<2 ; j++)
p->org[j] = start[j] + ((rand()%48)-24);
p->org[2] = start[2] + ((rand()%16)-8);
break;
case rt_setstaff: // set staff
p->type = pt_setstaff;
p->color = ramp9[0];
p->ramp = rand()&3;
for (j=0 ; j<2 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
p->org[2] = start[2] + ((rand()%10)-5);
p->vel[0] = (rand() % 8) - 4;
p->vel[1] = (rand() % 8) - 4;
break;
case rt_purify: // purifier
p->type = pt_setstaff;
p->color = ramp9[0];
p->ramp = rand()&3;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%3)-1);
// p->org[2] = start[2] + ((rand()%10)-5);
// p->vel[0] = (rand() % 8) - 4;
// p->vel[1] = (rand() % 8) - 4;
p->vel[0] = 0;
p->vel[1] = 0;
break;
case rt_magicmissile: // magic missile
p->type = pt_magicmissile;
p->color = 148 + (rand()&11);
p->ramp = rand()&3;
for (j=0 ; j<2 ; j++)
p->org[j] = start[j] + ((rand()%48)-24);
p->org[2] = start[2] + ((rand()%48)-24);
p->vel[2] = -((rand()%16)+8);
break;
case rt_boneshard: // bone shard
p->type = pt_boneshard;
p->color = 368 + (rand()&16);
for (j=0 ; j<2 ; j++)
p->org[j] = start[j] + ((rand()%48)-24);
p->org[2] = start[2] + ((rand()%48)-24);
p->vel[2] = -((rand()%16)+8);
break;
case rt_scarab: // scarab staff
p->type = pt_scarab;
p->color = 250 + (rand()&4);
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + (rand()%7);
p->vel[2] = -(rand()%8);
break;
}
VectorAdd (start, dist, start);
}
}
/*
===============
R_RainEffect
===============
*/
void R_RainEffect (vec3_t org,vec3_t e_size,int x_dir, int y_dir,int color,int count)
{
int i,holdint;
particle_t *p;
float z_time;
for (i=0 ; i<count ; i++)
{
p = AllocParticle();
if (!p)
return;
p->vel[0] = x_dir; //X and Y motion
p->vel[1] = y_dir;
p->vel[2] = -((rand()% 956)) ;
if (p->vel[2] > -256)
{
p->vel[2] += -256;
}
z_time = -(e_size[2]/p->vel[2]);
p->die = cl.time + z_time;
p->color = color;
p->ramp = (rand()&3);
p->type = pt_rain;
holdint=e_size[0];
p->org[0] = org[0] + (rand() % holdint);
holdint=e_size[1];
p->org[1] = org[1] + (rand() % holdint);
p->org[2] = org[2];
}
}
/*
===============
R_RainEffect2
===============
*/
void R_RainEffect2 (vec3_t org,vec3_t e_size,int x_dir, int y_dir,int color,int count)
{
int i,holdint;
particle_t *p;
float z_time;
for (i=0 ; i<count ; i++)
{
p = AllocParticle();
if (!p)
return;
p->vel[0] = x_dir; //X and Y motion
p->vel[1] = y_dir;
p->vel[2] = -((rand()% 500)) ;
if (p->vel[2] > -128)
{
p->vel[2] += -128;
}
z_time = -(e_size[2]/p->vel[2]);
p->die = cl.time + z_time;
p->color = color;
p->ramp = (rand()&3);
p->type = pt_rain;
holdint=e_size[0];
p->org[0] = org[0] + (rand() % holdint);
holdint=e_size[1];
p->org[1] = org[1] + (rand() % holdint);
p->org[2] = org[2] + (rand() % 16);
}
}
/*
===============
R_ColoredParticleExplosion
===============
*/
void R_ColoredParticleExplosion (vec3_t org,int color,int radius,int counter)
{
int i, j;
particle_t *p;
for (i=0 ; i<counter ; i++)
{
p = AllocParticle();
if (!p)
return;
p->die = cl.time + 3;
p->color = color;
p->ramp = (rand()&3);
if (i & 1)
{
p->type = pt_c_explode;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%(radius*2))-radius);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_c_explode2;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%(radius*2))-radius);
p->vel[j] = (rand()%512)-256;
}
}
}
}
#ifdef GLQUAKE
static qboolean alphaTestEnabled;
static vec3_t up, right;
#endif
void R_RenderParticle(particle_t *p)
{
#ifdef GLQUAKE
float scale;
unsigned char *at;
unsigned char theAlpha;
if (p->color < 0 || p->color > 511)
{
Con_Printf("Invalid color for particle type %d\n",(int)p->type);
return;
}
// hack a scale up to keep particles from disapearing
scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
+ (p->org[2] - r_origin[2])*vpn[2];
if (scale < 20)
scale = 1;
else
scale = 1 + scale * 0.004;
at = (byte *)&d_8to24table[(int)p->color];
if (p->color <= 255)
{
if (p->type==pt_fire)
theAlpha = 255*(6-p->ramp)/6;
// theAlpha = 192;
// else if (p->type==pt_explode || p->type==pt_explode2)
// theAlpha = 255*(8-p->ramp)/8;
else
theAlpha = 255;
glColor4ub (*at, *(at+1), *(at+2), theAlpha);
}
else
{
glColor4ubv ((byte *)&d_8to24TranslucentTable[(int)p->color-256]);
}
// glColor3ubv (at);
// glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
glTexCoord2f (0,0);
glVertex3fv (p->org);
glTexCoord2f (1,0);
glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
glTexCoord2f (0,1);
glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
#else
if (p->color < 0 || p->color > 511)
{
Con_Printf("Invalid color for particle type %d\n",(int)p->type);
return;
}
D_DrawParticle (p);
#endif
}
/*
===============
R_DrawParticles
===============
*/
void R_DrawParticles (void)
{
particle_t *p, *kill, temp_p;
float grav,grav2,percent;
int i;
float time2, time3, time4;
float time1;
float dvel;
float frametime;
float vel0, vel1, vel2;
unsigned char temp[4];
vec3_t diff;
#ifdef GLQUAKE
GL_Bind(particletexture);
alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
if (alphaTestEnabled)
glDisable(GL_ALPHA_TEST);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin (GL_TRIANGLES);
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
#else
D_StartParticles ();
VectorScale (vright, xscaleshrink, r_pright);
VectorScale (vup, yscaleshrink, r_pup);
VectorCopy (vpn, r_ppn);
#endif
frametime = host_frametime;
time4 = frametime * 20;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * movevars.gravity * 0.05;
grav2 = frametime * movevars.gravity * 0.025;
dvel = 4*frametime;
percent = (frametime / HX_FRAME_TIME);
/* temp_p.org[0] = -1013;
temp_p.org[1] = -1863;
temp_p.org[2] = 50;
temp_p.color = 31;
R_RenderParticle(&temp_p);
*/
for ( ;; )
{
kill = active_particles;
if (kill && kill->die < cl.time)
{
active_particles = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
for (p=active_particles ; p ; p=p->next)
{
for ( ;; )
{
kill = p->next;
if (kill && kill->die < cl.time)
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
if (p->type == pt_rain)
{
temp_p = *p;
vel0 = temp_p.vel[0]*.001;
vel1 = temp_p.vel[1]*.001;
vel2 = temp_p.vel[2]*.001;
for(i=0;i<4;i++)
{
R_RenderParticle(&temp_p);
temp_p.org[0] += vel0;
temp_p.org[1] += vel1;
temp_p.org[2] += vel2;
}
}
R_RenderParticle(p);
p->org[0] += p->vel[0]*frametime;
p->org[1] += p->vel[1]*frametime;
p->org[2] += p->vel[2]*frametime;
switch (p->type)
{
case pt_static:
break;
case pt_fire:
p->ramp += time1;
if (p->ramp >= 6)
p->die = -1;
else
p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp1[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_explode2:
p->ramp += time3;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp2[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] -= p->vel[i]*frametime;
p->vel[2] -= grav;
break;
case pt_c_explode:
p->ramp += time2;
if (p->ramp >= 8 || p->color <= 0)
p->die = -1;
else if (time2)
p->color--;
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_c_explode2:
p->ramp += time3;
if (p->ramp >= 8 || p->color <= 1)
p->die = -1;
else if (time3)
p->color -= 2;
for (i=0 ; i<3 ; i++)
p->vel[i] -= p->vel[i]*frametime;
p->vel[2] -= grav;
break;
case pt_blob:
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_blob2:
for (i=0 ; i<2 ; i++)
p->vel[i] -= p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_grav:
#ifdef QUAKE2
p->vel[2] -= grav * 20;
break;
#endif
case pt_slowgrav:
p->vel[2] -= grav;
break;
case pt_grensmoke:
p->vel[0] += time3 * ((rand()%3)-1);
p->vel[1] += time3 * ((rand()%3)-1);
p->vel[2] += time3 * ((rand()%3)-1);
break;
case pt_fastgrav:
p->vel[2] -= grav*4;
break;
case pt_rain:
break;
case pt_fireball:
p->ramp += time3;
if (p->ramp >= 16)
p->die = -1;
else
p->color = ramp4[(int)p->ramp];
break;
case pt_acidball:
p->ramp += time4*1.4;
if ((int)p->ramp >= 23)
{
p->die = -1;
}
else if ((int)p->ramp >= 15)
{
p->color = ramp11[(int)p->ramp - 15];
}
else
{
p->color = ramp10[(int)p->ramp];
}
p->vel[2] -= grav;
break;
case pt_spit:
p->ramp += time3;
if (p->ramp >= 16)
p->die = -1;
else
p->color = ramp6[(int)p->ramp];
// p->vel[2] += grav*2;
break;
case pt_ice:
p->ramp += time4;
if (p->ramp > 15)
p->die = -1;
else
p->color = ramp5[(int)p->ramp];
p->vel[2] -= grav;
break;
case pt_spell:
p->ramp += time2;
if (p->ramp >= 16)
p->die = -1;
else
p->color = ramp7[(int)p->ramp];
// p->vel[2] += grav*2;
break;
case pt_test:
p->vel[2] += 1.3;
p->ramp += time3;
if (p->ramp >= 13 || (p->ramp > 10 && p->vel[2] < 20) )
p->die = -1;
else
p->color = ramp8[(int)p->ramp];
break;
case pt_quake:
p->vel[0] *= 1.05;
p->vel[1] *= 1.05;
p->vel[2] -= grav*4;
if(p->color < 160 && p->color > 143)
{
p->color = 152 + 7 * ((p->die - cl.time)*2.0);
}
if(p->color < 144 && p->color > 127)
{
p->color = 136 + 7 * ((p->die - cl.time)*2.0);
}
break;
case pt_rd:
if (!frametime) break;
p->ramp += percent;
if (p->ramp > 50)
{
p->ramp = 50;
p->die = -1;
}
p->color = 256+16+16 - (p->ramp/(50/16));
VectorSubtract(rider_origin, p->org, diff);
/* p->org[0] += diff[0] * p->ramp / 80;
p->org[1] += diff[1] * p->ramp / 80;
p->org[2] += diff[2] * p->ramp / 80;
*/
vel0 = 1 / (51 - p->ramp);
p->org[0] += diff[0] * vel0;
p->org[1] += diff[1] * vel0;
p->org[2] += diff[2] * vel0;
break;
case pt_vorpal:
--p->color;
if (p->color <= 37 + 256)
p->die = -1;
break;
case pt_setstaff:
p->ramp += time1;
if (p->ramp >= 16)
p->die = -1;
else
p->color = ramp9[(int)p->ramp];
p->vel[0] *= 1.08 * percent;
p->vel[1] *= 1.08 * percent;
p->vel[2] -= grav2;
break;
case pt_redfire:
p->ramp += frametime*3;
if ((int)p->ramp >= 8)
{
p->die = -1;
}
else
{
p->color = ramp12[(int)p->ramp]+256;
}
p->vel[0] *= .9;
p->vel[1] *= .9;
p->vel[2] += grav/2;
break;
case pt_bluestep:
p->ramp += frametime*8;
if ((int)p->ramp >= 16)
{
p->die = -1;
}
else
{
p->color = ramp13[(int)p->ramp]+256;
}
p->vel[0] *= .9;
p->vel[1] *= .9;
p->vel[2] += grav;
break;
case pt_magicmissile:
--p->color;
if (p->color < 149)
p->color = 149;
p->ramp += time1;
if (p->ramp > 16)
p->die = -1;
break;
case pt_boneshard:
--p->color;
if (p->color < 368)
p->die = -1;
break;
case pt_scarab:
--p->color;
if (p->color < 250)
p->die = -1;
break;
case pt_darken:
{
int colindex;
p->vel[2] -= grav*2; //Also gravity
if(rand()&1)--p->color;
colindex=0;
while(colindex<224)
{
if(colindex==192 || colindex == 200)
{
colindex+=8;
}
else
{
colindex+=16;
}
if (p->color==colindex)
{
p->die = -1;
}
}
}
break;
}
}
#ifdef GLQUAKE
glEnd ();
glDisable (GL_BLEND);
if (alphaTestEnabled)
glEnable(GL_ALPHA_TEST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
#else
D_EndParticles ();
#endif
}